So i'm following this snow globe tutorial, basically what the guy did was, he added a subdivision modifier and upped the bevel percentage to 60 degrees.
When he did this he went from a rigid rectangular shape:
to a smooth shape on the roundness:
however, when I do it, I go from the same rectangular shape (my amount of bevel is smaller bc i think my shape is smaller so i made it smaller so it wouldnt get out of wack it didnt look right if i matched his exactly):
but my outcome you can see, it's like almost there, the shape rounded, but it kept the rectangular things pointing out sides still. yet his is completely smooth around the edges. can anyone think of what i did wrong here?
i tried increasing different things like the degrees, but it just lost it's shape basically it wasn't the same. i think i have some setting maybe different probably.
Maybe you have duplicated vertices? In edit mode select everything and M to merge at center. And of course you can always start from the beginning, remove the shape altogether and give it another go from scratch. Lots of times is easier to start over than to waste a lot of time diagnosing a problem.
Yes, like Omar says, 'double Vertices' are the probable cause. Remember that Clamp Overlap in your other Question; that clamped the Bevel, because of those smae "double Vertices'.
M > Merge > By Distance; (Omar made a little typo there 😉)
(Tip, to Select everything, use the shortcut A, that way you are certain that everything gets Selected.)
Referencing your last question regarding the bevel, it looks like you have all the edges selected when adding the bevel.
I would suggest you go back a few steps to before the bevel and select the edges to be bevelled with edge select.
Using vertex select will select all the edge in between, thus bevelling unwanted edges.
you guys are geniuses man... yup removed 20 dupe verts and was able to now get it be smooth... thank you
I like to think of it this way to remember:
Merge by distance is the "Turn it off and back on again" of Blender.
Something doesn't look right? Try that first. :)
SFE-Viz That and recalculate normals and apply scale. Those 3 things fix so many issues.